The next little game in the series where I make a fancy rogue game.
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roguish/map.cpp

137 lines
3.0 KiB

#include "map.hpp"
#include "dbc.hpp"
#include <vector>
#include <array>
#include <fmt/core.h>
#include <utility>
using std::vector, std::pair;
using namespace fmt;
void dump_map(const std::string &msg, Matrix &map) {
println("----------------- {}", msg);
for(auto row : map) {
for(auto col : row) {
print("{} ", col);
}
print("\n");
}
}
Map::Map(size_t width, size_t height) :
$limit(1000),
$width(width),
$height(height),
$walls(height, MatrixRow(width, INV_WALL)),
$paths(height, width, 1000)
{}
Map::Map(Matrix &walls, Pathing &paths, int limit) :
$limit(limit),
$walls(walls),
$paths(paths)
{
$width = walls[0].size();
$height = walls.size();
}
void Map::make_paths() {
$paths.compute_paths($walls);
}
bool Map::inmap(size_t x, size_t y) {
return x < $width && y < $height;
}
void Map::set_target(const Point &at, int value) {
$paths.set_target(at, value);
}
void Map::clear_target(const Point &at) {
$paths.clear_target(at);
}
Point Map::place_entity(size_t room_index) {
dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
Room &start = $rooms[room_index];
return {start.x+1, start.y+1};
}
bool Map::iswall(size_t x, size_t y) {
return $walls[y][x] == WALL_VALUE;
}
void Map::dump() {
dump_map("WALLS", $walls);
}
bool Map::can_move(Point move_to) {
return inmap(move_to.x, move_to.y) &&
!iswall(move_to.x, move_to.y);
}
Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
return {loc.x - cam_orig.x, loc.y - cam_orig.y};
}
Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
int high_x = int(width() - view_x);
int high_y = int(height() - view_y);
int center_x = int(around.x - view_x / 2);
int center_y = int(around.y - view_y / 2);
// BUG: is clamp really the best thing here? this seems wrong.
size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
return {start_x, start_y};
}
bool Map::neighbors(Point &out, bool greater) {
Matrix &paths = $paths.$paths;
std::array<Point, 4> dirs{{
{out.x,out.y-1},
{out.x+1,out.y},
{out.x,out.y+1},
{out.x-1,out.y}
}};
int zero_i = -1;
int cur = paths[out.y][out.x];
// BUG: sometimes cur is in a wall so finding neighbors fails
for(size_t i = 0; i < dirs.size(); ++i) {
Point dir = dirs[i];
int target = inmap(dir.x, dir.y) ? paths[dir.y][dir.x] : $limit;
if(target == $limit) continue; // skip unpathable stuff
int diff = cur - target;
if(diff == 1) {
out = {.x=dir.x, .y=dir.y};
return true;
} else if(diff == 0) {
zero_i = i;
}
}
if(zero_i != -1) {
out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y};
return true;
} else {
return false;
}
}
bool Map::INVARIANT() {
using dbc::check;
check($walls.size() == height(), "walls wrong height");
check($walls[0].size() == width(), "walls wrong width");
return true;
}